/* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#pragma once

#include "Common.h"
#include "Scene.h"

#include "directxtk/Keyboard.h"
#include "directxtk/Mouse.h"

struct InputInfo
{
    DirectX::Keyboard keyboard;
    DirectX::Keyboard::KeyboardStateTracker kbTracker;

    DirectX::Mouse mouse;

    struct int2
    {
        int x;
        int y;
    };
    int2 lastMouseXY = { INT_MAX, INT_MAX };
    int scrollWheelValue = INT_MAX;

    float   pitch = 0.f;
    float   yaw = 0.f;
    int     width = 0;
    int     height = 0;
    bool    captureScreenshot = false;
    bool    toggleGui = false;
    bool    reloadShaders = false;
    bool    initialized = false;
};

namespace Input
{
    bool KeyHandler(InputInfo &input, Camera &camera, float cameraSpeedAdjustment, float elapsedTime);
    bool MouseHandler(InputInfo &input, Camera &camera, float elapsedTime);
}
